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Craftworld Gardens

Archive: 5 posts


Ahem. Greetings, Central.

Before I begin, let me state this is my 4th attempt at this level/project. I've continuously run into issues before, but I've finally got past the hurdles that tripped me up before, and I am well on my way to completing this idea, this time.


The Rundown
Craftworld Gardens, formerly 'Craftlife', I'm still deciding on a title, is my attempt at creating a Life Sim.
Don't run away! Let me state that this isn't one of those faux Life Sims that are just free-roam environments, this is a proper Life Sim. It's got Needs Metres and creatures that need to 'survive' in an environment, surrounded by other critters trying to do the same.
Most of my inspiration comes from 3 games -
Viva Pinata, Sonic Adventures' Chao Garden and Harvest Moon.
Possibly also Animal Crossing as I played that a lot a few years ago. Although not as much.

What Does This 'Game' Involve Doing?

This, is where you come in!
Currently, the level involves buying crops, growing them, then selling them for more than you bought them for.
Using the correct balance of crops will attract Herbivore Craftcritters to your Garden.
Herbivores attract Carnivore Craftcritters.
With all 3, your Garden has it's own eco-system. Life feeds on Life, but it'll need your help to sustain itself.
As is, the plan is to reward players scores based on which Craftcritters are present in your Garden. The higher up the foodchain and harder a Craftcritter is to keep alive or the more strenuous it is on your eco system, the more points you are awarded for having it.
Outside of balancing the Eco system, players can stylise their garden with props and contraptions. Contraptions directly influence Craftcritters and Craftcrops, while props are for decorating your Garden to your liking.
This still doesn't quite feel like enough to me, though, so I'm really interested in hearing from you, what you think would make this more interesting. Of course, it needs to be feasable, I'm only one guy and I can only do so much.

The fun in the level is supposed to be having the control over which direction the eco system runs in. Some Craftcritters might only appear when certain crops are present. And from there, some Carnivores might only eat certain Herbivores. A different choice in crops can have an entirely different set of Craftcritters.
There's also some fun to be had finding new species you didn't know about before.

http://i7.lbp.me/img/ft/827bced378be99241788df719c9b1733525a6f74.jpg
A player checks up on his 'Pestpills' with the Magnifying Glass tool.

How's The Levels Progress So Far?
At this point in my project, I have the fundamentals of the gameplay environment set up, one 'Craftcritter' species roaming around and a Vegetable which can be purchased, planted, grown and sold by the player.
The logic will mostly be the same for every Craftcritter and Craftcrop, bar a few particulars such as diet, aggression, diurnal/noctural. Or in the case of crops, growth rate and buy/sell price.

In addition to core gameplay, the level has a Town in it with several stores.
http://i7.lbp.me/img/ft/be7bfcdf6db5629280b58b196c248fda102b2d05.jpg
http://id.lbp.me/img/ft/72dd58b03140b585810d9eecdf2d0e54edc7aeb8.jpg
There are a total of 6 stores.
The Seed Store, sells crops.
The Machinery Market, sells props and contraptions.
Carl The Carton's Wastebin, sells cut-price goods, but with a much smaller library than other stores. Inventory is randomised from day to day.
Stingy's Bank, which allows players to trade their currency for Points. In addition, deposited money will cause the town to change with new stores and such.
Craftcritter Bazaar, an encyclopedia of the Craftcritters players have encountered. Talks about diets, aggression and other trivia.
Liability & Sons Construction, a duo of Moles who will expand the players Garden environment for a fee.

http://i7.lbp.me/img/ft/aa764edb7dbfb9062a27ece30f2638b20ea2088b.jpg
Inside the Seed Store. Needs more light. Looks quite miserable just now.


Sounds Interesting But What Do You Want From Me?

Well, I'm glad you asked.
As I mentioned before, I'm still thinking about objective/gameplay elements and I'd like to hear what you have in mind.
As is, the level is totally open ended and players just walk to the scoreboard whenever they decide they've had enough. Do you agree that's the best way to handle this?
How about Craftcritters, got any ideas for what you'd like to see?
How about Contraptions? I was thinking of creating a Cake Dispensor which spits out Cake periodically, detering Craftcritters from eating your Crops or each other, somewhat.
I'm also just interested in hearing who's intrigued in this project. Is there really an audience for this level? I certainly hope so.
2013-05-11 17:09:00

Author:
Ostler5000
Posts: 1017


Sounds good look forward to it no ones paying attention to my tread either a surrvial horror platformer in a mansion sounds cool right lol , but yep ill heart yours for sure i like the idea its like harvest moon kinda .2013-05-13 05:37:00

Author:
Brutal
Posts: 184


This must be why you're always busy when I join request. =)

Have you thought of a code or sticker based save system so people can come back and pick up where they left off?
2013-05-13 20:06:00

Author:
DreadRandal
Posts: 434


This must be why you're always busy when I join request. =)

Have you thought of a code or sticker based save system so people can come back and pick up where they left off?

I've thought of doing that in other levels before, but not this one.
But that might be worth some thought.

Because of how many variables there are, it might not be realistic to accurately give players back all the creatures and goodies they had, but perhaps I could award Stickers for a few currency milestones, allowing players to start with a high amount of cash if they managed to earn it in a previous game. Nice thinking.

As for join requests, I recently noticed I've had Auto-Reject on for a while. If Auto-Reject is off and it says I'm busy, just message me and I'll leave it for now.
I sent you a message the other day, actually, but you never replied.
2013-05-13 20:16:00

Author:
Ostler5000
Posts: 1017


great idea a sticker based save system , id love for a few replys on my latet project i need feedback to make a better level , yours is turrning out great i hope to see more soon.2013-05-14 01:22:00

Author:
Brutal
Posts: 184


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